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I see stuff like the stealth/invis spell and wonder when am I ever going to give up a slot for this? I can't use it at the start of the level because it as a high morale requirement and it's not going to help me against bosses at the end of the level. A few extra slot would allow you to actually use some of the more situational spells.
Hopefully they don't bring back the 20 buff nonsense from Nioh 2.
that morale system is another thing i don't really get about the game. it being tied to the spells seems weirdly restrictive given if you don't have the flags around the map setup yet and your fortitude rank is low enough, slipping up and taking a red attack from an enemy can knock your morale rank back down to being unable to cast certain spells and the morale you get for defeating the enemy is usually less than getting hit with their attack cost you. it's not something that i think adds anything meaningful to the game and only adds what i think are arbitrary restrictions to a lot of the combat that would only be improved if it wasn't there. like not being penalized for taking on an enemy 5+ morale ranks higher than yourself even if you're many real levels above the recommended level for that mission.
more situational spells being able to be used without having to give up your 4 favorite spells you really seem to use the most would be very nice considering how many of that kind of spell there are.
Luckily there are a few spells that they forgot to balance and kinda make up for it, but while Wo Long has way fewer abilities and less bloat than Nioh 2 did, they both suffer from the same issue of most of the abilities / spells being just useless. Which is a shame. Elden Ring / Dark Souls suffered from far, far too few abilities and spells, but at least there almost every single one packed a punch and was genuinely useful.
That's because buffs and damage spells are in the moment type of things, it's why it is all tied to the spirit bar, rather than an entirely different resource. You deflect something, quickly drop earth on your weapon, combo, apply earth and go from there. Vs, spend 30 seconds buffing, go in like you're set up from a cleric/druid in WoW and be virtually unkillable and when you do die, instantly ressurect and drop attack the enemy.
you use these buffs to counter boss buffs, thats why its important to understanf the QI interactions, that tiger boss is metal if you bring your stone buff you will end that boss day, another example, lu bu when you miss and he ignites his weapon, you can end his weapon buff with your water QI
Allowing people more spell slots, thus allowing them to easily carry with them multiple spells to counter whatever a level throws at you, makes no sense within the boundaries of the Five Affinities mechanic and should not be implemented.
You have to be reglemented in your spell selection for the system to make sense as only then player choice becomes a variable of gameplay. In layman's terms, there is no player agency / choice if you'd allow more spells to be readily available.
I can see where you are coming from, but implementing more spell slots goes against the design intent of the game's mechanics as showcased with the Five Affinites system.